Drow Magic. Sorcery Of Endless Night.pdf - RoseRed

Drow Magic. Sorcery Of Endless Night.pdf - RoseRed Drow Magic. Sorcery Of Endless Night.pdf - RoseRed

15.01.2013 Views

Spells Per Day Level 0 1 2 3 4 5 6 7* 8* 9* 1 2 1 - - - - - - - - 2 3 2 - - - - - - - - 3 3 2 1 - - - - - - - 4 4 2 2 - - - - - - - 5 4 3 2 1 - - - - - - 6 4 3 2 2 - - - - - - 7 4 3 3 2 1 - - - - - 8 4 4 3 2 2 - - - - - 9 4 4 3 3 2 1 - - - - 10 4 4 4 3 2 2 - - - - 11 4 4 4 3 3 2 1 - - - 12 4 4 4 4 3 2 2 - - - 13 4 4 4 4 3 3 2 1 - - 14 4 4 4 4 4 3 2 2 - - 15 4 4 4 4 4 3 3 2 1 - 16 4 4 4 4 4 4 3 2 2 - 17 4 4 4 4 4 4 3 3 2 1 18 4 4 4 4 4 4 4 3 2 2 19 4 4 4 4 4 4 4 3 3 2 20 4 4 4 4 4 4 4 4 3 2 * Favoured Paths Only Weapon and Armour Proficiency: The dark weaver is proficient with all simple weapons, and with the net, short sword, rapier and scimitar. They are proficient with light armour and with buckler shields. Spellcasting: The dark weaver is a skilled spellcaster who casts arcane spells as wizards and sorcerers do. His magic is more specialised than those of his peers, but he is no less deadly for that. The dark weaver is unique as a spellcaster in that while he must prepare the majority of his spells ahead of time as a wizard does, he can cast a set number of his spells, his most powerful in fact, without advanced preparation. To learn or cast a spell, the dark weaver must have an Intelligence score equal to 10 + the level of the spell (Int 10 for 0 th level spells, Int 11 for 1 st level spells and so on). The Difficult Class for resisting or avoiding a dark weaver’s spell is 10 + spell level + the weaver’s Intelligence modifier. Like other spellcasters, a dark weaver can cast only a limited number of spells per day. His base spell 9 THE DROW DARK WEAVER a l l o t m e n t p e r day is given in the Dark Weaver table. In addition, h e r e c e i v e s additional spells per day based on his Intelligence modifier (see Core Rulebook I). A dark weaver’s selection of spells i s l i m i t e d i n comparison to the wizard, though not so much as a sorcerer’s is. The dark weaver selects his spells from the dark weaver spell list. In addition, he gains additional spells from his favoured paths (described below). The dark weaver can potentially learn any spell from his standard spell list, provided he finds a suitable teacher who knows the spell or a tome or scroll which contains it. In order to prepare spells, the dark weaver must first rest for a full night and then spend a full hour studying his spell scrolls and books. While studying, the dark weaver decides which spells to prepare (as per the normal rules in Core Rulebook I). A dark weaver begins play with two 0 th level cantrips and one 1 st level spell in his spellbook, as well as innate knowledge of both the 0 th and 1 st level spells from his favoured paths. Twilight Caster: The dark weaver lurks in the darkest tunnels of the under earth and his powers are most effective within the twilight depths. Beginning at 1 st level, the dark weaver casts spells at +1 caster level, so long as he is shrouded in complete natural darkness. For the purposes of this ability, only deepest natural darkness will suffice; magical darkness does not provide the caster level bonus, and if the dark weaver

THE DROW DARK WEAVER finds himself within the circle of even a candle’s light, he loses the benefits of this ability. Favoured Paths: Dark weavers are touched by the bleak spirit of their cruel goddess and by her will alone do they gain access to the most powerful enchantments. At 1 st level, the character selects two favoured paths, which represent his ties to his dark goddess. Each path represents a specific aspect of the Dark Mother of Spiders and consists of a related set of arcane spells and a granted ability which the dark weaver gains immediately. The spells which are included in each path are gained automatically when the weaver gains the appropriate caster level. These spells do not count against the number of spells which he automatically learns at each level. When preparing spells each day, the dark weaver can choose to prepare favoured path spells exactly as he prepares his standard spells, with the favoured spell occupying a spell slot of the appropriate level. Alternately, the dark weaver can sacrifice a prepared spell slot to spontaneously cast a favoured path spell of the same or lower level instead. As shown in the chart above, the dark weaver’s only access to spells of 7 th , 8 th or 9 th level is through his favoured paths. The dark weaver need not prepare spells of these levels ahead of time and may cast them spontaneously as he sees fit – he can, in fact, use higher level favoured spell slots to cast favoured spells of lower level, on a one for one basis. Familiar: A dark weaver can obtain a familiar at 2 nd level, if he so chooses. In order to do so, he must purify himself with a simple ritual of agony. His familiar is a magical beast which takes the form of an animal sacred Dark Weaver Familiars While the dark weaver has access to several of the standard familiar species, the granted abilities he gains from them are sometimes substantially different Familiar Special Bat Master gains a +2 bonus to Listen and Spot checks Cat Master gains a +2 bonus to Move Silently checks and to torment ceremony checks Lizard Master gains a +2 bonus to Climb checks and to saves against Fear Spider, tiny* Master gains a +2 bonus to saves against poison and to poison ceremony checks Snake Master gains a +2 bonus to Bluff checks and to feast ceremony checks * as Core Rulebook III’s tiny monstrous spider, though the tiny spider familiar has an Intelligence score as other familiars do. 10 to the Dark Mother of Spiders, and is unusually tough and intelligent. The dark weaver selects his familiar from the choices below. As the dark weaver gains both power and experience, so to does his familiar (as detailed in Core Rulebook I). If the familiar dies or is dismissed by the dark weaver, the weaver must immediately attempt a Fortitude save against a DC of 15. Failure means he loses 200 experience points per class level, with success reducing that amount by half. The dark weaver’s experience point total can never drop below 0 in this fashion. A slain or dismissed familiar cannot be replaced for a year and a day, though a familiar can be raised from the dead just as a character can be, and does not lose a level or Constitution point should this come to pass. Web Scribe: The spider is the holiest of living things, at least in the eyes of the drow. The dark weaver, as a servant of the Dark Mother of Spiders, understands the way of spiders and can influence them to assist in his spell preparation, at least to a limited degree. Beginning at 3 rd level, the dark weaver can direct spiders to craft magical webs on which to store his arcane spells. These magical webs are filled with arcane symbols, which only dark weavers may read – in essence, the dark weaver gains the ability to create scrolls from webbing. Web scribe works much as the Scribe Scroll feat does. Directing spiders to create the scroll takes one hour per level of the spell to be woven into the web, and the actual scribing process requires one day per 1,000 gold pieces of the base price. The base price of a web is equal to the level of the spell to be cast x its caster level x 25 gold pieces. To successfully scribe a web, the dark weaver must expend 1/25 th of the base price in

Spells Per Day<br />

Level 0 1 2 3 4 5 6 7* 8* 9*<br />

1 2 1 - - - - - - - -<br />

2 3 2 - - - - - - - -<br />

3 3 2 1 - - - - - - -<br />

4 4 2 2 - - - - - - -<br />

5 4 3 2 1 - - - - - -<br />

6 4 3 2 2 - - - - - -<br />

7 4 3 3 2 1 - - - - -<br />

8 4 4 3 2 2 - - - - -<br />

9 4 4 3 3 2 1 - - - -<br />

10 4 4 4 3 2 2 - - - -<br />

11 4 4 4 3 3 2 1 - - -<br />

12 4 4 4 4 3 2 2 - - -<br />

13 4 4 4 4 3 3 2 1 - -<br />

14 4 4 4 4 4 3 2 2 - -<br />

15 4 4 4 4 4 3 3 2 1 -<br />

16 4 4 4 4 4 4 3 2 2 -<br />

17 4 4 4 4 4 4 3 3 2 1<br />

18 4 4 4 4 4 4 4 3 2 2<br />

19 4 4 4 4 4 4 4 3 3 2<br />

20 4 4 4 4 4 4 4 4 3 2<br />

* Favoured Paths Only<br />

Weapon and Armour Proficiency: The dark weaver<br />

is proficient with all simple weapons, and with the net,<br />

short sword, rapier and scimitar. They are proficient<br />

with light armour and with buckler shields.<br />

Spellcasting: The dark weaver is a skilled spellcaster<br />

who casts arcane spells as wizards and sorcerers do.<br />

His magic is more specialised than those of his peers,<br />

but he is no less deadly for that. The dark weaver is<br />

unique as a spellcaster in that while he must prepare the<br />

majority of his spells ahead of time as a wizard does, he<br />

can cast a set number of his spells, his most powerful<br />

in fact, without advanced preparation.<br />

To learn or cast a spell, the dark weaver must have an<br />

Intelligence score equal to 10 + the level of the spell<br />

(Int 10 for 0 th level spells, Int 11 for 1 st level spells and<br />

so on). The Difficult Class for resisting or avoiding a<br />

dark weaver’s spell is 10 + spell level + the weaver’s<br />

Intelligence modifier.<br />

Like other spellcasters, a dark weaver can cast only<br />

a limited number of spells per day. His base spell<br />

9<br />

THE DROW DARK WEAVER<br />

a l l o t m e n t p e r<br />

day is given in<br />

the Dark Weaver<br />

table. In addition,<br />

h e r e c e i v e s<br />

additional spells<br />

per day based on<br />

his Intelligence<br />

modifier (see Core<br />

Rulebook I).<br />

A dark weaver’s<br />

selection of spells<br />

i s l i m i t e d i n<br />

comparison to the<br />

wizard, though<br />

not so much as a<br />

sorcerer’s is. The<br />

dark weaver selects<br />

his spells from the<br />

dark weaver spell<br />

list. In addition,<br />

he gains additional<br />

spells from his<br />

favoured paths<br />

(described below).<br />

The dark weaver<br />

can potentially<br />

learn any spell<br />

from his standard<br />

spell list, provided<br />

he finds a suitable teacher who knows the spell or a<br />

tome or scroll which contains it.<br />

In order to prepare spells, the dark weaver must first<br />

rest for a full night and then spend a full hour studying<br />

his spell scrolls and books. While studying, the dark<br />

weaver decides which spells to prepare (as per the<br />

normal rules in Core Rulebook I).<br />

A dark weaver begins play with two 0 th level cantrips<br />

and one 1 st level spell in his spellbook, as well as innate<br />

knowledge of both the 0 th and 1 st level spells from his<br />

favoured paths.<br />

Twilight Caster: The dark weaver lurks in the darkest<br />

tunnels of the under earth and his powers are most<br />

effective within the twilight depths. Beginning at 1 st<br />

level, the dark weaver casts spells at +1 caster level, so<br />

long as he is shrouded in complete natural darkness.<br />

For the purposes of this ability, only deepest natural<br />

darkness will suffice; magical darkness does not<br />

provide the caster level bonus, and if the dark weaver

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!